



let df = {
    global: {
        world: {
            raws: {
                material_templates,
                inorganics,
                inorganics_subset,
                plants,
                tissue_templates,
                body_detail_plans,
                body_templates,
                bodyglosses,
                creature_variations,
                creatures,
                itemdefs,
                entities,
                language,
                descriptors,
                reactions,
                buildings,
                interactions,
                unk_v50_1,
                unk_v50_2,
                unk_v50_3,
                mat_table,
                syndromes,
                effects
            },
            glowing_barriers,
            deep_vein_hollows,
            divine_treasures,
            encased_horrors,
            cursed_tombs,
            engravings,
            vermin,
            dirty_waters,
            campfires,
            web_clusters,
            fires,
            ocean_wave_makers,
            ocean_waves,
            constructions,
            murky_pools,
            embark_features,
            site_glowing_barriers,
            site_deep_vein_hollows,
            site_divine_treasures,
            site_encased_horrors,
            site_cursed_tombs,
            site_engravings,
            site_constructions,
            site_embark_features,
            site_ocean_wave_makers,
            site_murky_pools,
            effects,
            coin_batches,
            populations,
            manager_orders,
            manager_order_next_id,
            mandates,
            entities,
            worldgen_coord_buf,
            units: {
                all:{},
                active,
                other,
                temp_save,
                unit_context_block,
            },
            unit_chunks,
            art_image_chunks,
            nemesis,
            items:{
                
            },
            artifacts,
            jobs,
            proj_list,
            buildings,
            machines,
            flow_guides,
            stockpile,
            plants,
            enemy_status_cache,
            schedules,
            squads,
            formations,
            activities,
            status,
            interaction_instances,
            written_contents,
            identities,
            incidents,
            crimes,
            vehicles,
            armies,
            army_controllers,
            army_tracking_info,
            cultural_identities,
            agreements,
            poetic_forms,
            musical_forms,
            dance_forms,
            scales,
            rhythms,
            occupations,
            belief_systems,
            image_sets,
            divination_sets,
            selected_building,
            selected_stockpile_type,
            update_selected_building,
            building_width,
            building_height,
            selected_direction,
            map,
            profession_skills,
            math,
            map_extras,
            world_data,
            worldgen_status,
            orphaned_flow_pool,
            area_grasses,
            flow_engine,
            busy_buildings,
            cavein_flags,
            original_save_version,
            worldgen,
            unk_rng,
            history,
            entity_populations,
            daily_events,
            unk_131ec0,
            languages,
            unk_131ef0,
            viewport,
            unk_131f08,
            reindex_pathfinding,
            frame_counter,
            orphaned_flows,
            pathfinder,
            save_version,
            cur_savegame,
            rod_loader,
            object_loader,
            temp_pop_breeding_start,
            features,
            allow_announcements,
            suppress_minevent_announcements,
            updating_region,
            arena,
            dungeon,
            attack_chance_info,
            active_tutorial,

        }
    }
}



